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Lamia

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Posts posted by Lamia

  1. So could you set a weapon to accessory and give it a reasonable number of uses and you wouldn't be able to see it or does setting something as accessory prevent it from being used.

    the item type is required to be a weapon in order to be equipped

  2. rings and such have 255 uses by default (no idea why they did that)

    and an item that's set to be an accessory 'type' (out of the other choices of weapon and staff) does not have its durability displayed

  3. I've not much to add here, but a small note is that you can make an item unrepairable by setting their price to 0. I dunno how useful it would be to anyone, but maybe the info could be used for something

  4. all that would need to be done, if you have multiple 'equipment' areas, is to simply make separate routines for each weapon ability flag

    making them not stack with their own flag, however, may require some work (the post I found mentions only unstackable stat boosts a la FE4 rings, not the items themselves?) however it would also allow for equipment that uses 'multiple' areas

    like say, a robe that would take up the top and bottom 'slots', you could give it both the top and bottom flags at the same time so you could not 'wear' something lower in the inventory of either type, just as a side note anyway

    an FE that utilizes equipment in this fashion is a neat idea but it would probably need to be a pretty serious project

  5. what I do with the FE4 map editor is just copy and paste mountains from other chapters and work from there

    either way, you need a good eye to make some nice-looking mountains, and I would suggest looking at references (official chapters) on how to be accurate with them

  6. one thing I do like in many other RPGs not FE is a whole lot of class choices, each with their own abilities; a game in particular with that such as above would need a lot of customization though, such as skills and whatnot to make it actually not pointless to have so many classes

    I have various third tier classes in my own project to try and make good on that

  7. would you really need to have a command to despawn the active unit if it's that much trouble? what if you just made an event specific for each player character, just as a workaround

  8. there are already two chapters that have this function in FE7 where the chapter ends when you go to a tile (more like Arrive though)

    if you want to have proper escape, it should be easy enough to have it where, if character reaches tile, display dialogue text, then use a command to move that character and disappear, and you could make it based on Arrive instead of Escape if you wanted too

    you'd most likely have to set an event for each possible escaped character for the chapter if you want some special dialogues, but that's easy, just time-consuming

    if you want to only have a chapter victory if all your units escape, you might be able to set flags to indicate such so that when you control 0 units and flags are set, then the chapter is a victory

    uhh, keep in mind this is all just conjecture, I've never worked with GBA events

  9. as an FE5 expert I can get behind all those FE5-related recommendations except dismount, I don't think there is any way to make that work well enough to be worth using; FE3, 4, and 5 all failed at its implementation

    unless the characters can use their original weapons (of which at that, what would be the point of dismount but for flavor and flavor is a lot of extra man hours for little) it's just an incredible inconvenience and disservice to the characters in question

    one thing I'd like to have as a matter of convenience, if it hasn't been done already (and if I ever actually utilize my ideas) is to have trade-locking of items as an item flag

  10. when it comes to casting magic atop dragons, I don't think there's any quick patches or whatnot that have that covered, only pegasi using magic with one of the japanese patches; the vanilla game has no animations of casting regular magic on flying mounts, so there's no easy way to do it

    if you don't care about mismatched mounts/garbledness, add an entry to altenna's classes in the battle sprite editor to allow for magic usage and just give her a knight's magic-casting animation

    Also, for some reason Fee (replacing Nanna) automatically falls in love with Johalva (replacing Shanan) but I think that's because I had to make Fee "male" due to Fury being a dude in gen 1 and the game weirded out.

    changing character sexes (most likely) screws up how the game reads the lover/children tables

    as for the holy weapon issue, you can attempt to work around it by giving them to bosses to drop (make sure they cannot be auto-equipped by the boss) or just put them in the shop

  11. only have experience with SNES/GBA, but the games show data patterns like that and frankly it's good organization to do such things and keep consistency

    if you can make some cool things and tools for the game it'll help generate interest, then people who actually know what they're doing might get interested too (like the hack train that resulted when FE7 projects started up thanks to some random table editor out of nowhere called nightmare getting exposure)

  12. did you make sure to restart from the start of chapter 6 before making any changes in the second gen? all children generation and items are distributed before the first turn at least from what I can gather (but could be wrong) which may have affected the outcome with those holy weapons

    additionally holy weapon inheritance might have weird coding related to it in that specific characters can't inherit certain things, kind of like how the sword skills can only be inherited by your ground sword users; holsety can't be acquired by leaf, or valkyrie for lakche, nor ichival for skasaher (or anyone else but faval for that matter) in a vanilla game

  13. Yeah, the kid had major Hezul, but couldn't use swords. I probably should have done a pairing where it worked....

    Rergardless thanks for the help. Lex's event doesn't work if you change his iron axe to another weapon, If I have any other issues i'll post them when I actually play to gen 2.

    Nobody's figured out Celice's holy blood yet either, have they?

    his holy blood is probably defined through events since obviously he can't have minor loptous for plot reasons I guess

    I may be able to find it once I get to that point in my project

  14. In the scenerio I posted above (making Eltshan's Mistoltin droppable) it was not inherited, but at the same time, the kid it was to be passed to didn't use swords, so perhaps that had something to do with it (or the fact that it was a weapon drop that didn't exist in vanilla FE4) but theoretically it should have worked. I expected it to work like Holsety and Valkyrie and be inherited (even if it wasn't useable).

    I honestly haven't played till gen 2 yet so I don't know if the changing of a regular weapon to a holy one will be inherited yet, but I doubt it will happen.

    Also out of curiosity, what triggers Lex's Hero Axe event? I know its triggered by having his Iron Axe in his inventory in vanilla, but when changed to a different weapon, it was no longer triggered. Does it just has to be any Iron Axe?

    EDIT: I think I get what you're saying wrt to the hero sword event example. It's not inherited like Holsety/Valkyrie because the weapon that was previously in that slot (hero sword or w/e) normally wouldn't be inherited as a hero sword passing to say, a mage.

    for lex's event, the item needs to be both the appropriate item ID AND it has to be the original iron axe item number (I don't know why they would make it so complex but whatever) I haven't bothered trying to change it since my own project didn't need to

    about the hero sword, if it is equippable, it should inherit, if you changed it to like fire or something for a mage

    as for your mystletainn thing, it probably wouldn't have passed down since the child couldn't equip it, probably only holsety and valkyrie pass down regardless

  15. OK yeah, turns out I asked preemptively without testing.

    Say I replaced say, Ayra's Hero Sword with Balmung, how would one go about making it inheritable? Or any non-holy weapon event being replaced by a holy weapon. I've made Eltshan's Mistoltin droppable and the past and it was uninheritable.

    item IDs that are originally as boss item drops default to being dropped by a gen 2 boss if the inheritor cannot equip it (if you did not change later bosses)

    as for the hero sword ID, it should be inherited so long as the child can use it

    since I assume you aren't changing event codes in order to do that, it should be fine just making it into a balmung in the player weapon editor; but maybe something odd's going on

    and I suppose I was wrong about holsety and valkyrie not having flags since the children get them anyway, while with regular weapons I don't think they pass down if not equippable?

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